#pragma once
# include "BindAbleInterface.h"

struct ID3D11InputLayout;
struct ID3D11VertexShader;

class VertexShaderBindAble : public BindAbleInterface {
public:
	VertexShaderBindAble(ID3D11Device* _device);
	void bind(ID3D11DeviceContext* _context) override;
	~VertexShaderBindAble() override;
private:
	Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout = nullptr;
	Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader = nullptr;
};
